麻将的持久魅力:应对人工智能整合的挑战

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Ruicheng Sha , Weijia Shi
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引用次数: 0

摘要

游戏是娱乐的重要组成部分。本研究将游戏细化理论(Game refine Theory, GRT)应用于麻将的零和游戏,旨在揭示麻将在玩家粘性方面的持久吸引力,并探讨麻将在人工智能时代是否能继续吸引玩家。我们运用游戏细化理论(Game Refinement Theory, GRT),根据Riichi Competition Rules (RCR),分析了来自在线平台Tenhou的真实游戏数据和akochan的人工智能自玩数据。我们计算游戏细化(GR)值来评估麻将中技巧和机会之间的平衡。我们的研究结果显示,人类玩家的GR值平均在0.088左右,表明高粘性,而AI玩家的GR值在0.076的平衡范围内,都在游戏吸引力的范围内。像riichi, furo的数量以及玩家技能水平等关键因素都会影响游戏的平衡性和兴奋性。重要的是,即使高级玩家采用人工智能策略,麻将仍然具有竞争性和娱乐性,这表明人工智能并没有削弱其固有的吸引力。这些见解为游戏设计师和AI开发者在AI时代提升玩家体验和维持游戏平衡提供了实际意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The enduring appeal of Mahjong: Navigating the challenges of AI integration
Game is an important part of entertainment. This study applies Game Refinement Theory (GRT) to the zero-sum game of Mahjong, aiming to uncover its enduring appeal in terms of player engagement and to explore whether Mahjong can continue to attract players in the AI era. By applying Game Refinement Theory (GRT), we analyze real gameplay data from the online platform Tenhou and AI self-play data by akochan, following the Riichi Competition Rules (RCR). We calculate Game Refinement (GR) values to evaluate the balance between skill and chance in Mahjong. Our findings reveal that the GR value for human players averages around 0.088, indicating high engagement, while AI players exhibit GR values within the balanced range of 0.076, all within the range of game attractiveness. Key factors such as the number of riichi, furo, and player skill levels significantly influence game balance and excitement. Importantly, even as high-level players adopt AI strategies, Mahjong remains competitive and entertaining, suggesting that AI does not diminish its inherent appeal. These insights offer practical implications for game designers and AI developers aiming to enhance player experience and maintain game balance in the AI era.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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